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A few questions for the experienced NWN players :)


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#276
Pstemarie

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ShaDoOoW, the switches I was referring to would be only for coding that is broad based and is of the category where no clear consensus can be achieved because what is canon in PnP makes absolutely no sense when applied in NWN (e.g Empower Spell). So far the switches you've included seem to fit this criteria, so those could definitely serve as a model. I certainly don't want a switch for every little thing - that'd be plain silly.


As far as no one making custom content that is based off CPP - give me time. I have a ton of spells from NwnE that I plan on converting over to the CPP spell engine. I just need to get through this semester then I'll have more time.

Modifié par Pstemarie, 21 février 2014 - 12:40 .


#277
henesua

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As far as CC that works with the CPP, I did develop a package that works with it - my framework for familiars - which I released last year, and updated recently. Its a very small hook into your spell engine, but critically important since I allow familiars to cast a hostile spell that their master has stored on them (similar to 3rd editions touch spell ability for familiars). I'll probably be looking at the spell system more closely soon, to determine if I need to tweak this.

But first I still have lots of AI I am working on.

___
and yes I am well aware that I am the only user of my familiars framework. the important thing however is that i did release it. so its out there.

Modifié par henesua, 21 février 2014 - 12:55 .


#278
Pstemarie

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Your familiar package is on my list - just haven't gotten to it yet.

#279
WebShaman

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henesua wrote...

But first I still have lots of AI I am working on.


Now I am interested...new AI for NWN?

Could you include AI options for using PRC stuff?

#280
Squatting Monk

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Elhanan wrote...

I know little of mod crafting, but based as a frequent mod user in NWN and Skyrim, mods (especially those that perform some type of overhaul )generally appear to be better received when designed as modular. In Skyrim, the SkyRe design allows the indv Player to choose which of the alterations they desire to activate, as opposed to some other mods which only allow for the author's vision.

Neither are wrong, but allowing the indv Player to better customize their own experience appears to be the more popular and useful choice.

As someone who uses and and loves SkyRe, I wanna note that the reason it uses this modular approach is that the mechanics changes it introduces can cause game-breaking compatibility issues with other mods that alter the same things.

To my (limited) knowledge, the CPP doesn't have these problems, and so likely would not benefit from a modular approach. Module switches are great, though they're probably only needed for big changes or ones that could significantly affect game balance. A module switch for every little thing may be nifty, but it's likely to be overwhelming, both for ShadoOow and for users.

Modifié par Squatting Monk, 21 février 2014 - 11:48 .


#281
Elhanan

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Squatting Monk wrote...

As someone who uses and and loves SkyRe, I wanna note that the reason it uses this modular approach is that the mechanics changes it introduces can cause game-breaking compatibility issues with other mods that alter the same things.

To my (limited) knowledge, the CPP doesn't have these problems, and so likely would not benefit from a modular approach. Module switches are great, though they're probably only needed for big changes or ones that could significantly affect game balance. A module switch for every little thing may be nifty, but it's likely to be overwhelming, both for ShadoOow and for users.


As I mentioned, I do not use Overhauls, but do notice that SkyRe is used more than Requiem or other non-modular titles. For whatever reason, this design, as well as MCM mods (eg; Frostfall, Deadly Dragons) allowing Players to configure their own solo game are apparently more used and endorsed.

As for NWN, I would like to see a few spells altered (eg; Haste, Harm, Heal), and Dev Crit, but that is about it for me. I simply do not require a full overhaul or like mod for my own games.

Modifié par Elhanan, 22 février 2014 - 12:02 .


#282
henesua

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WebShaman wrote...

henesua wrote...

But first I still have lots of AI I am working on.


Now I am interested...new AI for NWN?

Could you include AI options for using PRC stuff?


Sorry for missing this, Web. I am working on AI for the module I am working on. Over the past couple years I've made a number of threads that suggest the kind of AI stuff I've been grappling with. I doubt its the kinda thing that integrates specifically with the PRC. Its more of something that would work in parallel but not necessarily interact with it.

In a nut shell I am more interested in providing more diverse behaviors rather than more challenging combat with NPCs.

I don't actually mean this as self-promotion so I hope it doesn't come across that way. I just like talking about what i am doing. Usually smarter people help me do things in a better way when I do. Anyway here's what i've been doing lately:
  • Completely rewrote the perception event to enable more behaviors. My default perception AI script now captures all four perception events, enabling different responses. This opened up the possibility of sentry behavior, and pack behavior. As well as doing some of the other stuff I have below. While I like what I have done I have considered rewrtting it.
  • Use local variables on the creature to turn on or off specialty behaviors. These are mostly flags for stealthy creatures, sentries, packs of creatures, carnivore/herbivore/omnivore behavior, and a number of other things. For further diversity I modified NESS so that a builder can set the same local variables on a NESS spawn point and then these will propagate to the spawns. This includes the special combat ai script string which Bioware implemented.
  • I rewrote all the special behavior for animals, and am periodically tweaking it to make sure that it works as I want. One of the changes includes animals treating familiars differently than PCs. The basic concept is to enable the creature to make a decision between fight, flight, friendship (react to animal empathy), or ignore which I think is a step up from Fight or Ignore. Unfortunately animal AI is currently more sophisticated than typical AI, so I need to switch gears and work out some more interesting behaviors for "smart" creatures.
  • A scent ability that enables creatures to detect invisible hostile PCs at a particular range (I limited it to PCs to keep it efficient). Incidentally this was a PITA as I had to dig down into bioware's includes to ensure it worked. Its like a very weak version of true sight. Has a limited range, and I have the ability to modify it in the future with things like catching and losing a scent. Don't know if I'll ever fully develop it.
  • Started looking at AI adjustments for innocuous familiars. All I did so far is to provide a configuration that makes most familiars less aggressive, but allows some (like dogs, dire rats etc...) to be aggressive when they spot enemies (I added a setting in my familiars 2da to toggle the default for this behavior on or off). Since most familiars should not be aggressive I feel stupid that I overlooked this for so long. Recently in testing a lizard familiar (which is smaller than an NWN rat) charged a black bear as soon as it saw it. I thought that was innappropriate. I will likely expand on this feature, and am considering the familiar conversation so that the master can tweak the AI as well.
  • I am playing with "groups" which is a string label set on a creature that acts in some ways like a faction. Creatures of the same group can belong to different factions, but still behave appropriately - meaning that they listen to one another's shouts, respond to them, are not hostile to one another regardless of faction reputation. PCs can belong to a "group". What I like best about this is that allows me to overcome my disease of faction bloat. In my Arnheim module I had more factions than areas before I came up with this idea. Since a group is simply a string label, I will be able to generate a number of tools and hooks into it. Stuff like allowing a DM to create a group on the fly and putting NPCs into it. And of course the ability to quickly flag a PC with group membership when they join the bandits. I need to get NWNX working with this.
  • One of the first extra features I am working with related to groups is a new alarm system for NPCs. It includes a new shout, some new placeables, a special combat script and so on. The idea is that some groups will be organized enough to post sentries which will shout warnings, and run to area wide alarms. I am still working this out as I got distracted with the Mountain Forest tileset while in the middle of implementing an alarm system for a goblin group.


#283
Pstemarie

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I've got the CPP 1.70 fully integrated and have no issues. I post more when I've had more time to play with it.

#284
WebShaman

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Henesua, no need to apologize, it's all good.

One of the main problems with the PRC is that many of the passive feats do not get used by the AI (not to mention Psionics, etc). Boneshank did a great job on the Epic Spellcasting System, that eventually made it's way into the PRC in the form it is now - the AI will use a lot of those spells (and if one gives the NPC virtual XP, will even cast Epic Spells that use up XP!).

It is a limitation that does irritate. I mean, who wouldn't want an AI using Psionics? Nice stuff!

@ Pstemarie - nice to hear, and it corresponds with the testing that I did.  And my sincerest apologies for stating that Project Q was RIP.  I corregated it.

Modifié par WebShaman, 22 février 2014 - 01:59 .


#285
Pstemarie

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WebShaman wrote...

@ Pstemarie - nice to hear, and it corresponds with the testing that I did.  And my sincerest apologies for stating that Project Q was RIP.  I corregated it.

NP, Webshaman. I wound up not having to use the CPP patch170.hak as I combined the 2da files into my tophak. The rest of the files weren't need because I already have my own baseitem models and I use custom templates for all the creatures in my LAN server.

#286
Shadooow

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WebShaman wrote...

One of the main problems with the PRC is that many of the passive feats do not get used by the AI (not to mention Psionics, etc). Boneshank did a great job on the Epic Spellcasting System, that eventually made it's way into the PRC in the form it is now - the AI will use a lot of those spells (and if one gives the NPC virtual XP, will even cast Epic Spells that use up XP!).

It is a limitation that does irritate. I mean, who wouldn't want an AI using Psionics? Nice stuff!


Vanilla AI should be able to use any custom content feat/spell which is correctly set up. PRC is no longer my object of interest since it become extremely large breaking many limits out there, but you can check if those feats/spells has a Category field set. The values in these fields correspond with the lines in categories.2da. As long as this is set, the functions in vanilla AI (GetRandeom/BestTalent) should find these feats and creature should be automatically able to use them.

Henesua: Im really interested in the scent support in the AI. Thats something I was thinking about too but haven't found the way how to do that nicely.

Modifié par ShaDoOoW, 22 février 2014 - 12:41 .


#287
henesua

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ShaDoOoW, there is not a nice way to pull off the Scent Ability. I had to edit a few bioware functions connected through DetermineCombatRound as well as DetermineCombatRound itself, and I did what I could with the perception event, but ultimately had to make use of the creature's heartbeat.

The problem arises whenever the scripts restrict locating an Enemy to something like GetNearestSeenEnemy. I had to change the code in each of those areas. In addition it seems that a creature can not hear you when you are invisible. This boggles me, as I could have sworn that creatures could hear you when you were invisible, but this past week that did not seem to be the case. I have yet to test this out systematically so I could be way off base in making this claim.

Modifié par henesua, 22 février 2014 - 02:19 .


#288
WebShaman

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Making a listen check doesn't mean an invisible creature or character can be seen, only detected. I think it still gets concealment and I am not sure if it is targetable. Normally, creatures who have "heard" an invisible character (passed a listen check) tend to follow the invisible creature iirc.

#289
Shadooow

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Afaik you cannot spot/listen an invisible creature at all. If this was possible which I have feeling it was once, it was long time ago and some patch changed this.

#290
henesua

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spot/listen does work on stealthed creatures, but its been hit or miss for me with regards to invisible creatures. I need to do testing so that I understand exactly what is happening.

Furthermore, NPCs did NOT follow invisible creatures that they heard. The default AI for perception only operates off of seen/nvanished, ignoring heard/inaudible. This was my primary motivation for rewriting the perception event.

That said there may be special AI or custom stuff like TonyK's or Jasperes or whatever that changes this behavior.

Modifié par henesua, 22 février 2014 - 08:04 .


#291
WebShaman

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Hmmm...probably a TonyK thing. I really wish Jasper had completed his newer AI *sigh*

Invisibility does not confer silent movement nor disguise smell, merely visual concealment.

Modifié par WebShaman, 23 février 2014 - 02:28 .


#292
Shadooow

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We are talking 3.0 rules where die rules are established.  This isn't the days where a numerical range could be assigned five or more different probability distributions given the dice one was limited to.

Still I have not yet seen an instance quoted where 1d8 + 5 is treated any differently than 1d8 + 1 per caster level, or the like.  The DnD reasoning for magic missile, indicates the number of missiles isn't increased because there is no variable affecting the number of missiles.  If there were one would expect a total effect of 2.25 damage, although each application of damage would only be multiplied by 1.5.

Numerical means a value that is specifically indicated in the description.  E.g. each missile deals 1d4 + 1, means 1d4 + 1 is numerical.  If the target resisted one magical damage, then 1d4 +1 would still be numerical and the resistance would occur afterward, rather than the resistance coming before and 1d4 being numerical.  Because 1d4 is a variable, the entire 1d4 +1 will not be a constant number, and thus the total is multiplied by 1.5.

Btw, when this is settled already. Will this be changed on nwn wiki someday perhaps? Most specifically, will someone redo The Krit's undo from 14:31, April 12, 2012? I worry he will revert it again for the third time.



#293
WhiZard

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I think The Krit was referring to the sentence in BioWare's empower spell feat description:


 


 

Empowerment does not increase spell duration.



#294
Shadooow

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I think The Krit was referring to the sentence in BioWare's empower spell feat description:

Empowerment does not increase spell duration.


 

I know what he was reffering to. And that correct, but the case of the spells its a duration of the spell effect, not a spell duration so empowering is possible. You said it in your post I quoted above yourself.



#295
WhiZard

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I didn't mention duration specifically.  The 3.0 SRD mentions healing, creatures affected, and damage as definite candidates, while checks and saving throws are definitely not candidates.  Other values in 3.0 reasoning fall into the grey area.  The number of magic missiles was brought up by the FAQ as a candidate if the number was variable (which it was not since there was no die roll involved to calculate the number).   Thus objects created (whether missiles or the like) would fall into the same category as creatures affected.

 

Stonehold would not be considered by 3.0 as wall of stone doesn't possess this variable duration.  (In fact, DnD tries to stay away from putting variables in awkward places that might be difficult to rule on).  One 3.0 example of a difficult ruling is one I brought up earlier with Evard's.  The 3.0 spell creates a large number of creatures.  These creatures each have a specific AI which causes them to perform a specific grapple attack that deals d6 damage increased by +4 for the creature's strength bonus.  At this point I feel that the damage dealt is no longer a function of the spell but the creature created.  So the 3.0 spell would definitely empower the number of tentacles but it would be debatable whether it would affect the 1d6 damage (not 1d6+4 as that quantity was never specifically stated as that one value).  In 3.5 there is no "number" to the tentacles, instead many of them together afflict a target causing a combined damage of 1d6 +4.  This I have more reason to call spell damage as the tentacles are no longer ordinary locatable creatures, but rather an illocal unkillable mass, like entangle.  So 3.5 Evard's empowered would empower damage.



#296
Shadooow

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I didn't mention duration specifically.  The 3.0 SRD mentions healing, creatures affected, and damage as definite candidates, while checks and saving throws are definitely not candidates.  Other values in 3.0 reasoning fall into the grey area.  The number of magic missiles was brought up by the FAQ as a candidate if the number was variable (which it was not since there was no die roll involved to calculate the number).   Thus objects created (whether missiles or the like) would fall into the same category as creatures affected.

What Empower spell doesn't affect are any skill checks, saving throw checks, and other checks. If a spell makes a variable ammount of saving throw bonus, then the saving throw bonus is subject to empower. The description says, all numeric, variable effects. It doesn't really matter whether the effect is a damage, healing, saving throw bonus, temporary hitpoints, attack bonus or duration of the effects from AOE that spell creates.

 

This I have more reason to call spell damage as the tentacles are no longer ordinary locatable creatures, but rather an illocal unkillable mass, like entangle.  So 3.5 Evard's empowered would empower damage.

Im not so convinced by this argument. This "creature" is not described anywhere outside of the spell. Its not like the Shambler spell that defines the creation of 1d4()+something shambler mounds where their damage is definitely not a subject to a metamagic. 3.0 evard tentacles on the other hand? I would say that they do.

 

1) The Krits argument is off. Duration of the spell effects != duration of the spell. (and this itself should be reason to revisit my edit back in 2012)

2) the way its written in the spell description makes it to be the "numeric, variable effect"

3) to your argument with tentacles to be a creatures: each of these spells, magic missile, color spray, cloud of bewilderment, evards black tentacles is creating an object and its this object who is making the damage/effect. No difference between these and we know that damage of the missiles created by the Magic Missile spell are affected.



#297
WhiZard

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What Empower spell doesn't affect are any skill checks, saving throw checks, and other checks. If a spell makes a variable ammount of saving throw bonus, then the saving throw bonus is subject to empower. The description says, all numeric, variable effects. It doesn't really matter whether the effect is a damage, healing, saving throw bonus, temporary hitpoints, attack bonus or duration of the effects from AOE that spell creates.


 

Empower Spell [Metamagic]
Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

 

This is the description see that damage, healing, and targets are definite; while opposed rolls (checks) and saving throws are rejected.  What is left is grey area, it can be argued back and forth.

Im not so convinced by this argument. This "creature" is not described anywhere outside of the spell. Its not like the Shambler spell that defines the creation of 1d4()+something shambler mounds where their damage is definitely not a subject to a metamagic. 3.0 evard tentacles on the other hand? I would say that they do.

 

 

3.0 provides full creature statistics for its tentacles including saving throws, hit points, strength, base damage, and the types of spell immunity.  It is unlikely that the 1d6 meant anything other than part of the description of the creature (especially given how the description reminds you parenthetically that the strength bonus (+4) is to be applied).  However given that this value is within the spell description and it doesn't meet the automatic in or automatic out criteria it is within the grey area, and as such is debatable.

 


1) The Krits argument is off. Duration of the spell effects != duration of the spell. (and this itself should be reason to revisit my edit back in 2012)

 

 

Your edit was to delete a comment.  By not wanting your edit "reverted" again did you want to have the comment completely removed, or to have some explanation so that it would not get readded?

 


2) the way its written in the spell description makes it to be the "numeric, variable effect"

 

 

Which means when going through a spell description if a numeric expression is encountered and the evaluation of that expression is not a constant then it would be a "numeric, variable effect."  However, later sentences give indication as to what is automatically qualified and disqualified producing the grey area where numeric, variable effects may be questioned as to whether or not they should be increased.

 


3) to your argument with tentacles to be a creatures: each of these spells, magic missile, color spray, cloud of bewilderment, evards black tentacles is creating an object and its this object who is making the damage/effect. No difference between these and we know that damage of the missiles created by the Magic Missile spell are affected.

 

 

If you argue that way then you would have dismissed the way I argued the 3.5 tentacles.  No, the 3.0 tentacle's damage was ruled as part of the normal attack due to the way the spell presented it.
 



#298
Pstemarie

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Evards Black Tentactles are no more a creature than one of Bigby's hands. The tentacles are a spell effect that emulates certain elements pertinent to creatures. Furthermore, every spell that conjures or creates a creature either provides the full stats for it or refers you to an entry in the Monster Manual. Since the tentacles are a variable numeric effect generated by a spell, if the spell is empowered, the number of tentacles is multiplied by 1.5.

 


From the 3.0 Player's Handbook p. 201
 
This spell conjures many rubbery black tentacles. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. There are 1d4 such tentacles, plus one per caster level, appearing randomly scattered about the area. Each tentacle is 10 feet long (Large) and saves as you do. It has AC 16, 1 hit point/per caster level, an attack bonus of +1/per caster level, and a Strength score of 19 (+4 bonus). It is immune to spells that don’t cause damage (other than disintegrate).

 

As you can see, nowhere within that initial block of text, or the rest of the spell description, are the tentacles described as a creature. If anything they're more or less described as a field of tentacles more akin to the Entangle spell than to any creature. The only reason they are given stats is because victims of the tentacles have to attack them to break free or wait for the spell to end. 



#299
Shadooow

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damn these new forums the quoting is so bad feature here now...

 

so without quoting Whizard:

 

Gray area, awesome, I could have used this argument too for the caster level bonus. I mean seriously? As explained in some of the FAQs at the start, the description lists what you cant do, and everything else is allowed - to list everything that can be done is simply not a possible. If you want to use this argument then we can throw up the whole 8 pages of debate whether is the +1/per caster level meant to be empowered or not (where I found The Krit's explanation for this very convincing before)

 

I see this exactly as Pstemarie wrote, the tentacle is not a creature any more than bigbi's hand. And see that the +11 which is added to the 1d8 damage is the hand's strength modifier even in a 3.5 rules. What a surprise. (EDIT: same is true for the evards, where the desription states the tentacle has 19 strength which match with the +4 bonus to the 1d6 damage)

 

But lets not talk about DnD 3.0 / 3.5 where this is perhaps written in a way opened for speculations. The way the spell descriptions are written in NWN makes no room for that.

 

 

"The following spells can have their variable durations empowered, despite durations normally not being affected by this feat."

Color spray

Stonehold

 

 

Yes, I removed this comment because the fact that the spell can be empowered is correct in my understanding of this feat. The spell has duration instaneous and 1round/level there. This was immediately re-added with a offensive comment that I do not understand english. The feat description doesn's say that - it specifically states the spell duration and this is not to be confused with the duration of the effects that spell creates.


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#300
WhiZard

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Since the tentacles are a variable numeric effect generated by a spell, if the spell is empowered, the number of tentacles is multiplied by 1.5.

 

That is what I mentioned.  The discussion on whether the tentacles are to be considered a creature is regarding their grapple attack 1d6 damage (which is modified by the +4 strength modifier).  Does the damage also get empowered?  My ruling is that for 3.0 Evard's that the damage stays at 1d6 +4.  The other interpretation is that the damage is at (1d6) * 1.5 + 4 (that is the base damage for the tentacles is empowered).  You might want to post the second half or go back to page 12 of this discussion where I posted the entirety of the 3.0 description from the SRD.